/Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h
Add aFMeshBatchto the pass.
void AddMeshBatch ( const [FMeshBatch](API\Runtime\Engine\FMeshBatch) &__restrict MeshBatch, uint64 BatchElementMask, const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) *__restrict PrimitiveSceneProxy, int32 StaticMeshId )